2023-07-31 13:29:16 +02:00

118 lines
4.6 KiB
Objective-C

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#import "IKExample.h"
#import "SpineboyExample.h"
// This example demonstrates how to set the position
// of a bone based on the touch position, which in
// turn will make an IK chain follow that bone
// smoothly.
@implementation IKExample
+ (CCScene*) scene {
CCScene *scene = [CCScene node];
[scene addChild:[IKExample node]];
return scene;
}
-(id) init {
self = [super init];
if (!self) return nil;
// Load the Spineboy skeleton and create a SkeletonAnimation node from it
// centered on the screen.
skeletonNode = [SkeletonAnimation skeletonWithFile:@"spineboy-pro.json" atlasFile:@"spineboy.atlas" scale:0.4];
CGSize windowSize = [[CCDirector sharedDirector] viewSize];
[skeletonNode setPosition:ccp(windowSize.width / 2, 20)];
[self addChild:skeletonNode];
self.userInteractionEnabled = YES;
self.contentSize = windowSize;
// Queue the "walk" animation on the first track.
[skeletonNode setAnimationForTrack:0 name:@"walk" loop:YES];
// Queue the "aim" animation on a higher track.
// It consists of a single frame that positions
// the back arm and gun such that they point at
// the "crosshair" bone. By setting this
// animation on a higher track, it overrides
// any changes to the back arm and gun made
// by the walk animation, allowing us to
// mix the two. The mouse position following
// is performed in the lambda below.
[skeletonNode setAnimationForTrack:1 name:@"aim" loop:YES];
// Position the "crosshair" bone at the mouse
// location.
//
// When setting the crosshair bone position
// to the mouse position, we need to translate
// from "skeleton space" to "local bone space".
// Note that the local bone space is calculated
// using the bone's parent worldToLocal() function!
//
// After updating the bone position based on the
// converted mouse location, we call updateWorldTransforms()
// again so the change of the IK target position is
// applied to the rest of the skeleton.
__weak IKExample* scene = self;
skeletonNode.postUpdateWorldTransformsListener = ^(SkeletonAnimation* node) {
if (scene != NULL) {
__strong IKExample* sceneStrong = scene;
spBone* crosshair = [node findBone:@"crosshair"]; // The bone should be cached
float localX = 0, localY = 0;
spBone_worldToLocal(crosshair->parent, sceneStrong->position.x, sceneStrong->position.y, &localX, &localY);
crosshair->x = localX;
crosshair->y = localY;
spBone_updateWorldTransform(crosshair);
}
};
return self;
}
#if ( TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR )
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
position = [skeletonNode convertToNodeSpace:touch.locationInWorld];
printf("%f %f\n", position.x, position.y);
}
- (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
position = [skeletonNode convertToNodeSpace:touch.locationInWorld];
printf("%f %f\n", position.x, position.y);
}
- (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
[[CCDirector sharedDirector] replaceScene:[SpineboyExample scene]];
}
#endif
@end